@babylonjs/core 8.1.0 → 8.1.1

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Files changed (43) hide show
  1. package/Culling/Helper/boundingInfoHelper.js +9 -1
  2. package/Culling/Helper/boundingInfoHelper.js.map +1 -1
  3. package/Debug/physicsViewer.d.ts +4 -1
  4. package/Debug/physicsViewer.js +13 -5
  5. package/Debug/physicsViewer.js.map +1 -1
  6. package/Engines/abstractEngine.js +2 -2
  7. package/Engines/abstractEngine.js.map +1 -1
  8. package/Materials/effectRenderer.d.ts +2 -1
  9. package/Materials/effectRenderer.js +3 -2
  10. package/Materials/effectRenderer.js.map +1 -1
  11. package/PostProcesses/postProcess.js +2 -1
  12. package/PostProcesses/postProcess.js.map +1 -1
  13. package/PostProcesses/thinBlackAndWhitePostProcess.d.ts +1 -1
  14. package/PostProcesses/thinBlackAndWhitePostProcess.js +2 -2
  15. package/PostProcesses/thinBlackAndWhitePostProcess.js.map +1 -1
  16. package/PostProcesses/thinBloomMergePostProcess.d.ts +1 -1
  17. package/PostProcesses/thinBloomMergePostProcess.js +2 -2
  18. package/PostProcesses/thinBloomMergePostProcess.js.map +1 -1
  19. package/PostProcesses/thinBlurPostProcess.d.ts +1 -1
  20. package/PostProcesses/thinBlurPostProcess.js +2 -2
  21. package/PostProcesses/thinBlurPostProcess.js.map +1 -1
  22. package/PostProcesses/thinChromaticAberrationPostProcess.d.ts +1 -1
  23. package/PostProcesses/thinChromaticAberrationPostProcess.js +2 -2
  24. package/PostProcesses/thinChromaticAberrationPostProcess.js.map +1 -1
  25. package/PostProcesses/thinCircleOfConfusionPostProcess.d.ts +1 -1
  26. package/PostProcesses/thinCircleOfConfusionPostProcess.js +2 -2
  27. package/PostProcesses/thinCircleOfConfusionPostProcess.js.map +1 -1
  28. package/PostProcesses/thinExtractHighlightsPostProcess.d.ts +1 -1
  29. package/PostProcesses/thinExtractHighlightsPostProcess.js +2 -2
  30. package/PostProcesses/thinExtractHighlightsPostProcess.js.map +1 -1
  31. package/PostProcesses/thinSSRBlurCombinerPostProcess.d.ts +1 -1
  32. package/PostProcesses/thinSSRBlurCombinerPostProcess.js +2 -2
  33. package/PostProcesses/thinSSRBlurCombinerPostProcess.js.map +1 -1
  34. package/PostProcesses/thinSSRBlurPostProcess.d.ts +1 -1
  35. package/PostProcesses/thinSSRBlurPostProcess.js +2 -2
  36. package/PostProcesses/thinSSRBlurPostProcess.js.map +1 -1
  37. package/PostProcesses/thinSSRPostProcess.d.ts +1 -1
  38. package/PostProcesses/thinSSRPostProcess.js +2 -2
  39. package/PostProcesses/thinSSRPostProcess.js.map +1 -1
  40. package/PostProcesses/thinTAAPostProcess.d.ts +1 -1
  41. package/PostProcesses/thinTAAPostProcess.js +2 -2
  42. package/PostProcesses/thinTAAPostProcess.js.map +1 -1
  43. package/package.json +1 -1
@@ -47,8 +47,8 @@ export class ThinChromaticAberrationPostProcess extends EffectWrapper {
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  */
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  this.centerPosition = new Vector2(0.5, 0.5);
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  }
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- bind() {
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- super.bind();
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+ bind(noDefaultBindings = false) {
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+ super.bind(noDefaultBindings);
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  const effect = this._drawWrapper.effect;
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  effect.setFloat("chromatic_aberration", this.aberrationAmount);
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  effect.setFloat("screen_width", this.screenWidth);
@@ -1 +1 @@
1
- {"version":3,"file":"thinChromaticAberrationPostProcess.js","sourceRoot":"","sources":["../../../../dev/core/src/PostProcesses/thinChromaticAberrationPostProcess.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,aAAa,EAAE,MAAM,6BAA6B,CAAC;AAC5D,OAAO,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AAC3C,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAE/C;;GAEG;AACH,MAAM,OAAO,kCAAmC,SAAQ,aAAa;IAW9C,cAAc,CAAC,SAAkB,EAAE,IAAoB;QACtE,IAAI,SAAS,EAAE,CAAC;YACZ,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;YACzB,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,6CAA6C,CAAC,CAAC,CAAC;QACrE,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,yCAAyC,CAAC,CAAC,CAAC;QACjE,CAAC;IACL,CAAC;IAED;;;;;OAKG;IACH,YAAY,IAAY,EAAE,SAAmC,IAAI,EAAE,OAAsC;QACrG,KAAK,CAAC;YACF,GAAG,OAAO;YACV,IAAI;YACJ,MAAM,EAAE,MAAM,IAAI,MAAM,CAAC,iBAAkB;YAC3C,cAAc,EAAE,IAAI;YACpB,gBAAgB,EAAE,IAAI;YACtB,cAAc,EAAE,kCAAkC,CAAC,WAAW;YAC9D,QAAQ,EAAE,kCAAkC,CAAC,QAAQ;SACxD,CAAC,CAAC;QAGP;;WAEG;QACI,qBAAgB,GAAG,EAAE,CAAC;QAE7B;;WAEG;QACI,oBAAe,GAAG,CAAC,CAAC;QAE3B;;WAEG;QACI,cAAS,GAAG,IAAI,OAAO,CAAC,KAAK,EAAE,KAAK,CAAC,CAAC;QAE7C;;WAEG;QACI,mBAAc,GAAG,IAAI,OAAO,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;IApB9C,CAAC;IA4Be,IAAI;QAChB,KAAK,CAAC,IAAI,EAAE,CAAC;QAEb,MAAM,MAAM,GAAG,IAAI,CAAC,YAAY,CAAC,MAAO,CAAC;QAEzC,MAAM,CAAC,QAAQ,CAAC,sBAAsB,EAAE,IAAI,CAAC,gBAAgB,CAAC,CAAC;QAC/D,MAAM,CAAC,QAAQ,CAAC,cAAc,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC;QAClD,MAAM,CAAC,QAAQ,CAAC,eAAe,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC;QACpD,MAAM,CAAC,QAAQ,CAAC,iBAAiB,EAAE,IAAI,CAAC,eAAe,CAAC,CAAC;QACzD,MAAM,CAAC,SAAS,CAAC,WAAW,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC;QAClE,MAAM,CAAC,SAAS,CAAC,gBAAgB,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC;IACrF,CAAC;;AA1ED;;GAEG;AACoB,8CAAW,GAAG,qBAAqB,AAAxB,CAAyB;AAE3D;;GAEG;AACoB,2CAAQ,GAAG,CAAC,sBAAsB,EAAE,cAAc,EAAE,eAAe,EAAE,WAAW,EAAE,iBAAiB,EAAE,gBAAgB,CAAC,AAA9G,CAA+G","sourcesContent":["// eslint-disable-next-line import/no-internal-modules\r\nimport type { Nullable, AbstractEngine, EffectWrapperCreationOptions } from \"core/index\";\r\nimport { EffectWrapper } from \"../Materials/effectRenderer\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\n\r\n/**\r\n * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen\r\n */\r\nexport class ThinChromaticAberrationPostProcess extends EffectWrapper {\r\n /**\r\n * The fragment shader url\r\n */\r\n public static readonly FragmentUrl = \"chromaticAberration\";\r\n\r\n /**\r\n * The list of uniforms used by the effect\r\n */\r\n public static readonly Uniforms = [\"chromatic_aberration\", \"screen_width\", \"screen_height\", \"direction\", \"radialIntensity\", \"centerPosition\"];\r\n\r\n protected override _gatherImports(useWebGPU: boolean, list: Promise<any>[]) {\r\n if (useWebGPU) {\r\n this._webGPUReady = true;\r\n list.push(import(\"../ShadersWGSL/chromaticAberration.fragment\"));\r\n } else {\r\n list.push(import(\"../Shaders/chromaticAberration.fragment\"));\r\n }\r\n }\r\n\r\n /**\r\n * Constructs a new chromatic aberration post process\r\n * @param name Name of the effect\r\n * @param engine Engine to use to render the effect. If not provided, the last created engine will be used\r\n * @param options Options to configure the effect\r\n */\r\n constructor(name: string, engine: Nullable<AbstractEngine> = null, options?: EffectWrapperCreationOptions) {\r\n super({\r\n ...options,\r\n name,\r\n engine: engine || Engine.LastCreatedEngine!,\r\n useShaderStore: true,\r\n useAsPostProcess: true,\r\n fragmentShader: ThinChromaticAberrationPostProcess.FragmentUrl,\r\n uniforms: ThinChromaticAberrationPostProcess.Uniforms,\r\n });\r\n }\r\n\r\n /**\r\n * The amount of separation of rgb channels (default: 30)\r\n */\r\n public aberrationAmount = 30;\r\n\r\n /**\r\n * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)\r\n */\r\n public radialIntensity = 0;\r\n\r\n /**\r\n * The normalized direction in which the rgb channels should be separated. If set to 0,0 radial direction will be used. (default: Vector2(0.707,0.707))\r\n */\r\n public direction = new Vector2(0.707, 0.707);\r\n\r\n /**\r\n * The center position where the radialIntensity should be around. [0.5,0.5 is center of screen, 1,1 is top right corner] (default: Vector2(0.5 ,0.5))\r\n */\r\n public centerPosition = new Vector2(0.5, 0.5);\r\n\r\n /** The width of the screen to apply the effect on */\r\n public screenWidth: number;\r\n\r\n /** The height of the screen to apply the effect on */\r\n public screenHeight: number;\r\n\r\n public override bind() {\r\n super.bind();\r\n\r\n const effect = this._drawWrapper.effect!;\r\n\r\n effect.setFloat(\"chromatic_aberration\", this.aberrationAmount);\r\n effect.setFloat(\"screen_width\", this.screenWidth);\r\n effect.setFloat(\"screen_height\", this.screenHeight);\r\n effect.setFloat(\"radialIntensity\", this.radialIntensity);\r\n effect.setFloat2(\"direction\", this.direction.x, this.direction.y);\r\n effect.setFloat2(\"centerPosition\", this.centerPosition.x, this.centerPosition.y);\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"thinChromaticAberrationPostProcess.js","sourceRoot":"","sources":["../../../../dev/core/src/PostProcesses/thinChromaticAberrationPostProcess.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,aAAa,EAAE,MAAM,6BAA6B,CAAC;AAC5D,OAAO,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AAC3C,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAE/C;;GAEG;AACH,MAAM,OAAO,kCAAmC,SAAQ,aAAa;IAW9C,cAAc,CAAC,SAAkB,EAAE,IAAoB;QACtE,IAAI,SAAS,EAAE,CAAC;YACZ,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;YACzB,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,6CAA6C,CAAC,CAAC,CAAC;QACrE,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,yCAAyC,CAAC,CAAC,CAAC;QACjE,CAAC;IACL,CAAC;IAED;;;;;OAKG;IACH,YAAY,IAAY,EAAE,SAAmC,IAAI,EAAE,OAAsC;QACrG,KAAK,CAAC;YACF,GAAG,OAAO;YACV,IAAI;YACJ,MAAM,EAAE,MAAM,IAAI,MAAM,CAAC,iBAAkB;YAC3C,cAAc,EAAE,IAAI;YACpB,gBAAgB,EAAE,IAAI;YACtB,cAAc,EAAE,kCAAkC,CAAC,WAAW;YAC9D,QAAQ,EAAE,kCAAkC,CAAC,QAAQ;SACxD,CAAC,CAAC;QAGP;;WAEG;QACI,qBAAgB,GAAG,EAAE,CAAC;QAE7B;;WAEG;QACI,oBAAe,GAAG,CAAC,CAAC;QAE3B;;WAEG;QACI,cAAS,GAAG,IAAI,OAAO,CAAC,KAAK,EAAE,KAAK,CAAC,CAAC;QAE7C;;WAEG;QACI,mBAAc,GAAG,IAAI,OAAO,CAAC,GAAG,EAAE,GAAG,CAAC,CAAC;IApB9C,CAAC;IA4Be,IAAI,CAAC,iBAAiB,GAAG,KAAK;QAC1C,KAAK,CAAC,IAAI,CAAC,iBAAiB,CAAC,CAAC;QAE9B,MAAM,MAAM,GAAG,IAAI,CAAC,YAAY,CAAC,MAAO,CAAC;QAEzC,MAAM,CAAC,QAAQ,CAAC,sBAAsB,EAAE,IAAI,CAAC,gBAAgB,CAAC,CAAC;QAC/D,MAAM,CAAC,QAAQ,CAAC,cAAc,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC;QAClD,MAAM,CAAC,QAAQ,CAAC,eAAe,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC;QACpD,MAAM,CAAC,QAAQ,CAAC,iBAAiB,EAAE,IAAI,CAAC,eAAe,CAAC,CAAC;QACzD,MAAM,CAAC,SAAS,CAAC,WAAW,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC,CAAC,CAAC;QAClE,MAAM,CAAC,SAAS,CAAC,gBAAgB,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC;IACrF,CAAC;;AA1ED;;GAEG;AACoB,8CAAW,GAAG,qBAAqB,AAAxB,CAAyB;AAE3D;;GAEG;AACoB,2CAAQ,GAAG,CAAC,sBAAsB,EAAE,cAAc,EAAE,eAAe,EAAE,WAAW,EAAE,iBAAiB,EAAE,gBAAgB,CAAC,AAA9G,CAA+G","sourcesContent":["// eslint-disable-next-line import/no-internal-modules\r\nimport type { Nullable, AbstractEngine, EffectWrapperCreationOptions } from \"core/index\";\r\nimport { EffectWrapper } from \"../Materials/effectRenderer\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\n\r\n/**\r\n * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen\r\n */\r\nexport class ThinChromaticAberrationPostProcess extends EffectWrapper {\r\n /**\r\n * The fragment shader url\r\n */\r\n public static readonly FragmentUrl = \"chromaticAberration\";\r\n\r\n /**\r\n * The list of uniforms used by the effect\r\n */\r\n public static readonly Uniforms = [\"chromatic_aberration\", \"screen_width\", \"screen_height\", \"direction\", \"radialIntensity\", \"centerPosition\"];\r\n\r\n protected override _gatherImports(useWebGPU: boolean, list: Promise<any>[]) {\r\n if (useWebGPU) {\r\n this._webGPUReady = true;\r\n list.push(import(\"../ShadersWGSL/chromaticAberration.fragment\"));\r\n } else {\r\n list.push(import(\"../Shaders/chromaticAberration.fragment\"));\r\n }\r\n }\r\n\r\n /**\r\n * Constructs a new chromatic aberration post process\r\n * @param name Name of the effect\r\n * @param engine Engine to use to render the effect. If not provided, the last created engine will be used\r\n * @param options Options to configure the effect\r\n */\r\n constructor(name: string, engine: Nullable<AbstractEngine> = null, options?: EffectWrapperCreationOptions) {\r\n super({\r\n ...options,\r\n name,\r\n engine: engine || Engine.LastCreatedEngine!,\r\n useShaderStore: true,\r\n useAsPostProcess: true,\r\n fragmentShader: ThinChromaticAberrationPostProcess.FragmentUrl,\r\n uniforms: ThinChromaticAberrationPostProcess.Uniforms,\r\n });\r\n }\r\n\r\n /**\r\n * The amount of separation of rgb channels (default: 30)\r\n */\r\n public aberrationAmount = 30;\r\n\r\n /**\r\n * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)\r\n */\r\n public radialIntensity = 0;\r\n\r\n /**\r\n * The normalized direction in which the rgb channels should be separated. If set to 0,0 radial direction will be used. (default: Vector2(0.707,0.707))\r\n */\r\n public direction = new Vector2(0.707, 0.707);\r\n\r\n /**\r\n * The center position where the radialIntensity should be around. [0.5,0.5 is center of screen, 1,1 is top right corner] (default: Vector2(0.5 ,0.5))\r\n */\r\n public centerPosition = new Vector2(0.5, 0.5);\r\n\r\n /** The width of the screen to apply the effect on */\r\n public screenWidth: number;\r\n\r\n /** The height of the screen to apply the effect on */\r\n public screenHeight: number;\r\n\r\n public override bind(noDefaultBindings = false) {\r\n super.bind(noDefaultBindings);\r\n\r\n const effect = this._drawWrapper.effect!;\r\n\r\n effect.setFloat(\"chromatic_aberration\", this.aberrationAmount);\r\n effect.setFloat(\"screen_width\", this.screenWidth);\r\n effect.setFloat(\"screen_height\", this.screenHeight);\r\n effect.setFloat(\"radialIntensity\", this.radialIntensity);\r\n effect.setFloat2(\"direction\", this.direction.x, this.direction.y);\r\n effect.setFloat2(\"centerPosition\", this.centerPosition.x, this.centerPosition.y);\r\n }\r\n}\r\n"]}
@@ -58,5 +58,5 @@ export declare class ThinCircleOfConfusionPostProcess extends EffectWrapper {
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  * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
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  */
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  focalLength: number;
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- bind(): void;
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+ bind(noDefaultBindings?: boolean): void;
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  }
@@ -48,8 +48,8 @@ export class ThinCircleOfConfusionPostProcess extends EffectWrapper {
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  */
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  this.focalLength = 50;
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  }
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- bind() {
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- super.bind();
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+ bind(noDefaultBindings = false) {
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+ super.bind(noDefaultBindings);
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  const options = this.options;
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  const effect = this._drawWrapper.effect;
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  if (!options.depthNotNormalized) {
@@ -1 +1 @@
1
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If not provided, the last created engine will be used\r\n * @param options Options to configure the effect\r\n */\r\n constructor(name: string, engine: Nullable<AbstractEngine> = null, options?: ThinCircleOfConfusionPostProcessOptions) {\r\n super({\r\n ...options,\r\n name,\r\n engine: engine || Engine.LastCreatedEngine!,\r\n useShaderStore: true,\r\n useAsPostProcess: true,\r\n fragmentShader: ThinCircleOfConfusionPostProcess.FragmentUrl,\r\n uniforms: ThinCircleOfConfusionPostProcess.Uniforms,\r\n samplers: ThinCircleOfConfusionPostProcess.Samplers,\r\n defines: options?.depthNotNormalized ? ThinCircleOfConfusionPostProcess.DefinesDepthNotNormalized : undefined,\r\n });\r\n }\r\n\r\n /**\r\n * The camera to use to calculate the circle of confusion\r\n */\r\n public camera: Camera;\r\n\r\n /**\r\n * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diameter of the resulting aperture can be computed by lensSize/fStop.\r\n */\r\n public lensSize = 50;\r\n\r\n /**\r\n * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)\r\n */\r\n public fStop = 1.4;\r\n\r\n /**\r\n * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)\r\n */\r\n public focusDistance = 2000;\r\n\r\n /**\r\n * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)\r\n */\r\n public focalLength = 50;\r\n\r\n public override bind() {\r\n super.bind();\r\n\r\n const options = this.options as ThinCircleOfConfusionPostProcessOptions;\r\n\r\n const effect = this._drawWrapper.effect!;\r\n\r\n if (!options.depthNotNormalized) {\r\n effect.setFloat2(\"cameraMinMaxZ\", this.camera.minZ, this.camera.maxZ - this.camera.minZ);\r\n }\r\n\r\n // Circle of confusion calculation, See https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch23.html\r\n const aperture = this.lensSize / this.fStop;\r\n const cocPrecalculation = (aperture * this.focalLength) / (this.focusDistance - this.focalLength); // * ((this.focusDistance - pixelDistance)/pixelDistance) [This part is done in shader]\r\n\r\n effect.setFloat(\"focusDistance\", this.focusDistance);\r\n effect.setFloat(\"cocPrecalculation\", cocPrecalculation);\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"thinCircleOfConfusionPostProcess.js","sourceRoot":"","sources":["../../../../dev/core/src/PostProcesses/thinCircleOfConfusionPostProcess.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,aAAa,EAAE,MAAM,6BAA6B,CAAC;AAE5D,OAAO,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AAY3C;;GAEG;AACH,MAAM,OAAO,gCAAiC,SAAQ,aAAa;IAqB5C,cAAc,CAAC,SAAkB,EAAE,IAAoB;QACtE,IAAI,SAAS,EAAE,CAAC;YACZ,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;YACzB,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,2CAA2C,CAAC,CAAC,CAAC;QACnE,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,uCAAuC,CAAC,CAAC,CAAC;QAC/D,CAAC;IACL,CAAC;IAED;;;;;OAKG;IACH,YAAY,IAAY,EAAE,SAAmC,IAAI,EAAE,OAAiD;QAChH,KAAK,CAAC;YACF,GAAG,OAAO;YACV,IAAI;YACJ,MAAM,EAAE,MAAM,IAAI,MAAM,CAAC,iBAAkB;YAC3C,cAAc,EAAE,IAAI;YACpB,gBAAgB,EAAE,IAAI;YACtB,cAAc,EAAE,gCAAgC,CAAC,WAAW;YAC5D,QAAQ,EAAE,gCAAgC,CAAC,QAAQ;YACnD,QAAQ,EAAE,gCAAgC,CAAC,QAAQ;YACnD,OAAO,EAAE,OAAO,EAAE,kBAAkB,CAAC,CAAC,CAAC,gCAAgC,CAAC,yBAAyB,CAAC,CAAC,CAAC,SAAS;SAChH,CAAC,CAAC;QAQP;;WAEG;QACI,aAAQ,GAAG,EAAE,CAAC;QAErB;;WAEG;QACI,UAAK,GAAG,GAAG,CAAC;QAEnB;;WAEG;QACI,kBAAa,GAAG,IAAI,CAAC;QAE5B;;WAEG;QACI,gBAAW,GAAG,EAAE,CAAC;IAzBxB,CAAC;IA2Be,IAAI,CAAC,iBAAiB,GAAG,KAAK;QAC1C,KAAK,CAAC,IAAI,CAAC,iBAAiB,CAAC,CAAC;QAE9B,MAAM,OAAO,GAAG,IAAI,CAAC,OAAkD,CAAC;QAExE,MAAM,MAAM,GAAG,IAAI,CAAC,YAAY,CAAC,MAAO,CAAC;QAEzC,IAAI,CAAC,OAAO,CAAC,kBAAkB,EAAE,CAAC;YAC9B,MAAM,CAAC,SAAS,CAAC,eAAe,EAAE,IAAI,CAAC,MAAM,CAAC,IAAI,EAAE,IAAI,CAAC,MAAM,CAAC,IAAI,GAAG,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC;QAC7F,CAAC;QAED,sGAAsG;QACtG,MAAM,QAAQ,GAAG,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,KAAK,CAAC;QAC5C,MAAM,iBAAiB,GAAG,CAAC,QAAQ,GAAG,IAAI,CAAC,WAAW,CAAC,GAAG,CAAC,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,uFAAuF;QAE1L,MAAM,CAAC,QAAQ,CAAC,eAAe,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;QACrD,MAAM,CAAC,QAAQ,CAAC,mBAAmB,EAAE,iBAAiB,CAAC,CAAC;IAC5D,CAAC;;AA3FD;;GAEG;AACoB,4CAAW,GAAG,mBAAmB,AAAtB,CAAuB;AAEzD;;GAEG;AACoB,yCAAQ,GAAG,CAAC,eAAe,EAAE,eAAe,EAAE,mBAAmB,CAAC,AAA1D,CAA2D;AAE1F;;GAEG;AACoB,yCAAQ,GAAG,CAAC,cAAc,CAAC,AAAnB,CAAoB;AAEnD;;GAEG;AACoB,0DAAyB,GAAG,kCAAkC,AAArC,CAAsC","sourcesContent":["// eslint-disable-next-line import/no-internal-modules\r\nimport type { Nullable, AbstractEngine, EffectWrapperCreationOptions } from \"core/index\";\r\nimport { EffectWrapper } from \"../Materials/effectRenderer\";\r\nimport type { Camera } from \"core/Cameras/camera\";\r\nimport { Engine } from \"../Engines/engine\";\r\n\r\n/**\r\n * Options used to create a ThinCircleOfConfusionPostProcess.\r\n */\r\nexport interface ThinCircleOfConfusionPostProcessOptions extends EffectWrapperCreationOptions {\r\n /**\r\n * If the (view) depth is normalized (0.0 to 1.0 from near to far) or not (0 to camera max distance)\r\n */\r\n depthNotNormalized?: boolean;\r\n}\r\n\r\n/**\r\n * Post process used to calculate the circle of confusion (used for depth of field, for example)\r\n */\r\nexport class ThinCircleOfConfusionPostProcess extends EffectWrapper {\r\n /**\r\n * The fragment shader url\r\n */\r\n public static readonly FragmentUrl = \"circleOfConfusion\";\r\n\r\n /**\r\n * The list of uniforms used by the effect\r\n */\r\n public static readonly Uniforms = [\"cameraMinMaxZ\", \"focusDistance\", \"cocPrecalculation\"];\r\n\r\n /**\r\n * The list of samplers used by the effect\r\n */\r\n public static readonly Samplers = [\"depthSampler\"];\r\n\r\n /**\r\n * Defines if the depth is normalized or not\r\n */\r\n public static readonly DefinesDepthNotNormalized = \"#define COC_DEPTH_NOT_NORMALIZED\";\r\n\r\n protected override _gatherImports(useWebGPU: boolean, list: Promise<any>[]) {\r\n if (useWebGPU) {\r\n this._webGPUReady = true;\r\n list.push(import(\"../ShadersWGSL/circleOfConfusion.fragment\"));\r\n } else {\r\n list.push(import(\"../Shaders/circleOfConfusion.fragment\"));\r\n }\r\n }\r\n\r\n /**\r\n * Constructs a new circle of confusion post process\r\n * @param name Name of the effect\r\n * @param engine Engine to use to render the effect. If not provided, the last created engine will be used\r\n * @param options Options to configure the effect\r\n */\r\n constructor(name: string, engine: Nullable<AbstractEngine> = null, options?: ThinCircleOfConfusionPostProcessOptions) {\r\n super({\r\n ...options,\r\n name,\r\n engine: engine || Engine.LastCreatedEngine!,\r\n useShaderStore: true,\r\n useAsPostProcess: true,\r\n fragmentShader: ThinCircleOfConfusionPostProcess.FragmentUrl,\r\n uniforms: ThinCircleOfConfusionPostProcess.Uniforms,\r\n samplers: ThinCircleOfConfusionPostProcess.Samplers,\r\n defines: options?.depthNotNormalized ? ThinCircleOfConfusionPostProcess.DefinesDepthNotNormalized : undefined,\r\n });\r\n }\r\n\r\n /**\r\n * The camera to use to calculate the circle of confusion\r\n */\r\n public camera: Camera;\r\n\r\n /**\r\n * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diameter of the resulting aperture can be computed by lensSize/fStop.\r\n */\r\n public lensSize = 50;\r\n\r\n /**\r\n * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)\r\n */\r\n public fStop = 1.4;\r\n\r\n /**\r\n * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)\r\n */\r\n public focusDistance = 2000;\r\n\r\n /**\r\n * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)\r\n */\r\n public focalLength = 50;\r\n\r\n public override bind(noDefaultBindings = false) {\r\n super.bind(noDefaultBindings);\r\n\r\n const options = this.options as ThinCircleOfConfusionPostProcessOptions;\r\n\r\n const effect = this._drawWrapper.effect!;\r\n\r\n if (!options.depthNotNormalized) {\r\n effect.setFloat2(\"cameraMinMaxZ\", this.camera.minZ, this.camera.maxZ - this.camera.minZ);\r\n }\r\n\r\n // Circle of confusion calculation, See https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch23.html\r\n const aperture = this.lensSize / this.fStop;\r\n const cocPrecalculation = (aperture * this.focalLength) / (this.focusDistance - this.focalLength); // * ((this.focusDistance - pixelDistance)/pixelDistance) [This part is done in shader]\r\n\r\n effect.setFloat(\"focusDistance\", this.focusDistance);\r\n effect.setFloat(\"cocPrecalculation\", cocPrecalculation);\r\n }\r\n}\r\n"]}
@@ -26,5 +26,5 @@ export declare class ThinExtractHighlightsPostProcess extends EffectWrapper {
26
26
  threshold: number;
27
27
  /** @internal */
28
28
  _exposure: number;
29
- bind(): void;
29
+ bind(noDefaultBindings?: boolean): void;
30
30
  }
@@ -37,8 +37,8 @@ export class ThinExtractHighlightsPostProcess extends EffectWrapper {
37
37
  /** @internal */
38
38
  this._exposure = 1;
39
39
  }
40
- bind() {
41
- super.bind();
40
+ bind(noDefaultBindings = false) {
41
+ super.bind(noDefaultBindings);
42
42
  const effect = this._drawWrapper.effect;
43
43
  effect.setFloat("threshold", Math.pow(this.threshold, ToGammaSpace));
44
44
  effect.setFloat("exposure", this._exposure);
@@ -1 +1 @@
1
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1
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@@ -36,6 +36,6 @@ export declare class ThinSSRBlurCombinerPostProcess extends EffectWrapper {
36
36
  private _normalsAreUnsigned;
37
37
  get normalsAreUnsigned(): boolean;
38
38
  set normalsAreUnsigned(value: boolean);
39
- bind(): void;
39
+ bind(noDefaultBindings?: boolean): void;
40
40
  private _updateEffectDefines;
41
41
  }
@@ -123,8 +123,8 @@ export class ThinSSRBlurCombinerPostProcess extends EffectWrapper {
123
123
  this._normalsAreUnsigned = value;
124
124
  this._updateEffectDefines();
125
125
  }
126
- bind() {
127
- super.bind();
126
+ bind(noDefaultBindings = false) {
127
+ super.bind(noDefaultBindings);
128
128
  const effect = this._drawWrapper.effect;
129
129
  effect.setFloat("strength", this.strength);
130
130
  effect.setFloat("reflectionSpecularFalloffExponent", this.reflectionSpecularFalloffExponent);
@@ -1 +1 @@
1
- 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eslint-disable-next-line import/no-internal-modules\r\nimport type { Nullable, AbstractEngine, EffectWrapperCreationOptions, Camera } from \"core/index\";\r\nimport { EffectWrapper } from \"../Materials/effectRenderer\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { TmpVectors } from \"../Maths/math.vector\";\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class ThinSSRBlurCombinerPostProcess extends EffectWrapper {\r\n public static readonly FragmentUrl = \"screenSpaceReflection2BlurCombiner\";\r\n\r\n public static readonly Uniforms = [\r\n \"strength\",\r\n \"reflectionSpecularFalloffExponent\",\r\n \"reflectivityThreshold\",\r\n \"projection\",\r\n \"invProjectionMatrix\",\r\n \"nearPlaneZ\",\r\n \"farPlaneZ\",\r\n \"view\",\r\n ];\r\n\r\n public static readonly Samplers = [\"textureSampler\", \"depthSampler\", \"normalSampler\", \"mainSampler\", \"reflectivitySampler\"];\r\n\r\n protected override _gatherImports(useWebGPU: boolean, list: Promise<any>[]) {\r\n if (useWebGPU) {\r\n this._webGPUReady = true;\r\n list.push(import(\"../ShadersWGSL/screenSpaceReflection2BlurCombiner.fragment\"));\r\n } else {\r\n list.push(import(\"../Shaders/screenSpaceReflection2BlurCombiner.fragment\"));\r\n }\r\n }\r\n\r\n constructor(name: string, engine: Nullable<AbstractEngine> = null, options?: EffectWrapperCreationOptions) {\r\n super({\r\n ...options,\r\n name,\r\n engine: engine || Engine.LastCreatedEngine!,\r\n useShaderStore: true,\r\n useAsPostProcess: true,\r\n fragmentShader: ThinSSRBlurCombinerPostProcess.FragmentUrl,\r\n uniforms: ThinSSRBlurCombinerPostProcess.Uniforms,\r\n samplers: ThinSSRBlurCombinerPostProcess.Samplers,\r\n });\r\n\r\n this._updateEffectDefines();\r\n }\r\n\r\n public strength = 1;\r\n\r\n public reflectionSpecularFalloffExponent = 1;\r\n\r\n public camera: Nullable<Camera> = null;\r\n\r\n private _useFresnel = false;\r\n\r\n public get useFresnel() {\r\n return this._useFresnel;\r\n }\r\n\r\n public set useFresnel(fresnel: boolean) {\r\n if (this._useFresnel === fresnel) {\r\n return;\r\n }\r\n\r\n this._useFresnel = fresnel;\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _useScreenspaceDepth = false;\r\n\r\n public get useScreenspaceDepth() {\r\n return this._useScreenspaceDepth;\r\n }\r\n\r\n public set useScreenspaceDepth(value: boolean) {\r\n if (this._useScreenspaceDepth === value) {\r\n return;\r\n }\r\n\r\n this._useScreenspaceDepth = value;\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _inputTextureColorIsInGammaSpace = true;\r\n\r\n public get inputTextureColorIsInGammaSpace(): boolean {\r\n return this._inputTextureColorIsInGammaSpace;\r\n }\r\n\r\n public set inputTextureColorIsInGammaSpace(gammaSpace: boolean) {\r\n if (this._inputTextureColorIsInGammaSpace === gammaSpace) {\r\n return;\r\n }\r\n\r\n this._inputTextureColorIsInGammaSpace = gammaSpace;\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _generateOutputInGammaSpace = true;\r\n\r\n public get generateOutputInGammaSpace(): boolean {\r\n return this._generateOutputInGammaSpace;\r\n }\r\n\r\n public set generateOutputInGammaSpace(gammaSpace: boolean) {\r\n if (this._generateOutputInGammaSpace === gammaSpace) {\r\n return;\r\n }\r\n\r\n this._generateOutputInGammaSpace = gammaSpace;\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _debug = false;\r\n\r\n public get debug(): boolean {\r\n return this._debug;\r\n }\r\n\r\n public set debug(value: boolean) {\r\n if (this._debug === value) {\r\n return;\r\n }\r\n\r\n this._debug = value;\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _reflectivityThreshold = 0.04;\r\n\r\n public get reflectivityThreshold() {\r\n return this._reflectivityThreshold;\r\n }\r\n\r\n public set reflectivityThreshold(threshold: number) {\r\n if (threshold === this._reflectivityThreshold) {\r\n return;\r\n }\r\n\r\n if ((threshold === 0 && this._reflectivityThreshold !== 0) || (threshold !== 0 && this._reflectivityThreshold === 0)) {\r\n this._reflectivityThreshold = threshold;\r\n this._updateEffectDefines();\r\n } else {\r\n this._reflectivityThreshold = threshold;\r\n }\r\n }\r\n\r\n private _normalsAreInWorldSpace = false;\r\n\r\n public get normalsAreInWorldSpace() {\r\n return this._normalsAreInWorldSpace;\r\n }\r\n\r\n public set normalsAreInWorldSpace(value: boolean) {\r\n if (this._normalsAreInWorldSpace === value) {\r\n return;\r\n }\r\n\r\n this._normalsAreInWorldSpace = value;\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _normalsAreUnsigned = false;\r\n\r\n public get normalsAreUnsigned() {\r\n return this._normalsAreUnsigned;\r\n }\r\n\r\n public set normalsAreUnsigned(value: boolean) {\r\n if (this._normalsAreUnsigned === value) {\r\n return;\r\n }\r\n\r\n this._normalsAreUnsigned = value;\r\n this._updateEffectDefines();\r\n }\r\n\r\n public override bind() {\r\n super.bind();\r\n\r\n const effect = this._drawWrapper.effect!;\r\n\r\n effect.setFloat(\"strength\", this.strength);\r\n effect.setFloat(\"reflectionSpecularFalloffExponent\", this.reflectionSpecularFalloffExponent);\r\n effect.setFloat(\"reflectivityThreshold\", this.reflectivityThreshold);\r\n\r\n if (this.useFresnel && this.camera) {\r\n const projectionMatrix = this.camera.getProjectionMatrix();\r\n\r\n projectionMatrix.invertToRef(TmpVectors.Matrix[0]);\r\n\r\n effect.setMatrix(\"projection\", projectionMatrix);\r\n effect.setMatrix(\"invProjectionMatrix\", TmpVectors.Matrix[0]);\r\n effect.setMatrix(\"view\", this.camera.getViewMatrix());\r\n\r\n if (this.useScreenspaceDepth) {\r\n effect.setFloat(\"nearPlaneZ\", this.camera.minZ);\r\n effect.setFloat(\"farPlaneZ\", this.camera.maxZ);\r\n }\r\n }\r\n }\r\n\r\n private _updateEffectDefines() {\r\n let defines = \"\";\r\n\r\n if (this._debug) {\r\n defines += \"#define SSRAYTRACE_DEBUG\\n\";\r\n }\r\n if (this._inputTextureColorIsInGammaSpace) {\r\n defines += \"#define SSR_INPUT_IS_GAMMA_SPACE\\n\";\r\n }\r\n if (this._generateOutputInGammaSpace) {\r\n defines += \"#define SSR_OUTPUT_IS_GAMMA_SPACE\\n\";\r\n }\r\n if (this._useFresnel) {\r\n defines += \"#define SSR_BLEND_WITH_FRESNEL\\n\";\r\n }\r\n if (this._useScreenspaceDepth) {\r\n defines += \"#define SSRAYTRACE_SCREENSPACE_DEPTH\\n\";\r\n }\r\n if (this._reflectivityThreshold === 0) {\r\n defines += \"#define SSR_DISABLE_REFLECTIVITY_TEST\\n\";\r\n }\r\n if (this._normalsAreInWorldSpace) {\r\n defines += \"#define SSR_NORMAL_IS_IN_WORLDSPACE\\n\";\r\n }\r\n if (this._normalsAreUnsigned) {\r\n defines += \"#define SSR_DECODE_NORMAL\\n\";\r\n }\r\n\r\n this.updateEffect(defines);\r\n }\r\n}\r\n"]}
1
+ 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eslint-disable-next-line import/no-internal-modules\r\nimport type { Nullable, AbstractEngine, EffectWrapperCreationOptions, Camera } from \"core/index\";\r\nimport { EffectWrapper } from \"../Materials/effectRenderer\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { TmpVectors } from \"../Maths/math.vector\";\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class ThinSSRBlurCombinerPostProcess extends EffectWrapper {\r\n public static readonly FragmentUrl = \"screenSpaceReflection2BlurCombiner\";\r\n\r\n public static readonly Uniforms = [\r\n \"strength\",\r\n \"reflectionSpecularFalloffExponent\",\r\n \"reflectivityThreshold\",\r\n \"projection\",\r\n \"invProjectionMatrix\",\r\n \"nearPlaneZ\",\r\n \"farPlaneZ\",\r\n \"view\",\r\n ];\r\n\r\n public static readonly Samplers = [\"textureSampler\", \"depthSampler\", \"normalSampler\", \"mainSampler\", \"reflectivitySampler\"];\r\n\r\n protected override _gatherImports(useWebGPU: boolean, list: Promise<any>[]) {\r\n if (useWebGPU) {\r\n this._webGPUReady = true;\r\n list.push(import(\"../ShadersWGSL/screenSpaceReflection2BlurCombiner.fragment\"));\r\n } else {\r\n list.push(import(\"../Shaders/screenSpaceReflection2BlurCombiner.fragment\"));\r\n }\r\n }\r\n\r\n constructor(name: string, engine: Nullable<AbstractEngine> = null, options?: EffectWrapperCreationOptions) {\r\n super({\r\n ...options,\r\n name,\r\n engine: engine || Engine.LastCreatedEngine!,\r\n useShaderStore: true,\r\n useAsPostProcess: true,\r\n fragmentShader: ThinSSRBlurCombinerPostProcess.FragmentUrl,\r\n uniforms: ThinSSRBlurCombinerPostProcess.Uniforms,\r\n samplers: ThinSSRBlurCombinerPostProcess.Samplers,\r\n });\r\n\r\n this._updateEffectDefines();\r\n }\r\n\r\n public strength = 1;\r\n\r\n public reflectionSpecularFalloffExponent = 1;\r\n\r\n public camera: Nullable<Camera> = null;\r\n\r\n private _useFresnel = false;\r\n\r\n public get useFresnel() {\r\n return this._useFresnel;\r\n }\r\n\r\n public set useFresnel(fresnel: boolean) {\r\n if (this._useFresnel === fresnel) {\r\n return;\r\n }\r\n\r\n this._useFresnel = fresnel;\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _useScreenspaceDepth = false;\r\n\r\n public get useScreenspaceDepth() {\r\n return this._useScreenspaceDepth;\r\n }\r\n\r\n public set useScreenspaceDepth(value: boolean) {\r\n if (this._useScreenspaceDepth === value) {\r\n return;\r\n }\r\n\r\n this._useScreenspaceDepth = value;\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _inputTextureColorIsInGammaSpace = true;\r\n\r\n public get inputTextureColorIsInGammaSpace(): boolean {\r\n return this._inputTextureColorIsInGammaSpace;\r\n }\r\n\r\n public set inputTextureColorIsInGammaSpace(gammaSpace: boolean) {\r\n if (this._inputTextureColorIsInGammaSpace === gammaSpace) {\r\n return;\r\n }\r\n\r\n this._inputTextureColorIsInGammaSpace = gammaSpace;\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _generateOutputInGammaSpace = true;\r\n\r\n public get generateOutputInGammaSpace(): boolean {\r\n return this._generateOutputInGammaSpace;\r\n }\r\n\r\n public set generateOutputInGammaSpace(gammaSpace: boolean) {\r\n if (this._generateOutputInGammaSpace === gammaSpace) {\r\n return;\r\n }\r\n\r\n this._generateOutputInGammaSpace = gammaSpace;\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _debug = false;\r\n\r\n public get debug(): boolean {\r\n return this._debug;\r\n }\r\n\r\n public set debug(value: boolean) {\r\n if (this._debug === value) {\r\n return;\r\n }\r\n\r\n this._debug = value;\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _reflectivityThreshold = 0.04;\r\n\r\n public get reflectivityThreshold() {\r\n return this._reflectivityThreshold;\r\n }\r\n\r\n public set reflectivityThreshold(threshold: number) {\r\n if (threshold === this._reflectivityThreshold) {\r\n return;\r\n }\r\n\r\n if ((threshold === 0 && this._reflectivityThreshold !== 0) || (threshold !== 0 && this._reflectivityThreshold === 0)) {\r\n this._reflectivityThreshold = threshold;\r\n this._updateEffectDefines();\r\n } else {\r\n this._reflectivityThreshold = threshold;\r\n }\r\n }\r\n\r\n private _normalsAreInWorldSpace = false;\r\n\r\n public get normalsAreInWorldSpace() {\r\n return this._normalsAreInWorldSpace;\r\n }\r\n\r\n public set normalsAreInWorldSpace(value: boolean) {\r\n if (this._normalsAreInWorldSpace === value) {\r\n return;\r\n }\r\n\r\n this._normalsAreInWorldSpace = value;\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _normalsAreUnsigned = false;\r\n\r\n public get normalsAreUnsigned() {\r\n return this._normalsAreUnsigned;\r\n }\r\n\r\n public set normalsAreUnsigned(value: boolean) {\r\n if (this._normalsAreUnsigned === value) {\r\n return;\r\n }\r\n\r\n this._normalsAreUnsigned = value;\r\n this._updateEffectDefines();\r\n }\r\n\r\n public override bind(noDefaultBindings = false) {\r\n super.bind(noDefaultBindings);\r\n\r\n const effect = this._drawWrapper.effect!;\r\n\r\n effect.setFloat(\"strength\", this.strength);\r\n effect.setFloat(\"reflectionSpecularFalloffExponent\", this.reflectionSpecularFalloffExponent);\r\n effect.setFloat(\"reflectivityThreshold\", this.reflectivityThreshold);\r\n\r\n if (this.useFresnel && this.camera) {\r\n const projectionMatrix = this.camera.getProjectionMatrix();\r\n\r\n projectionMatrix.invertToRef(TmpVectors.Matrix[0]);\r\n\r\n effect.setMatrix(\"projection\", projectionMatrix);\r\n effect.setMatrix(\"invProjectionMatrix\", TmpVectors.Matrix[0]);\r\n effect.setMatrix(\"view\", this.camera.getViewMatrix());\r\n\r\n if (this.useScreenspaceDepth) {\r\n effect.setFloat(\"nearPlaneZ\", this.camera.minZ);\r\n effect.setFloat(\"farPlaneZ\", this.camera.maxZ);\r\n }\r\n }\r\n }\r\n\r\n private _updateEffectDefines() {\r\n let defines = \"\";\r\n\r\n if (this._debug) {\r\n defines += \"#define SSRAYTRACE_DEBUG\\n\";\r\n }\r\n if (this._inputTextureColorIsInGammaSpace) {\r\n defines += \"#define SSR_INPUT_IS_GAMMA_SPACE\\n\";\r\n }\r\n if (this._generateOutputInGammaSpace) {\r\n defines += \"#define SSR_OUTPUT_IS_GAMMA_SPACE\\n\";\r\n }\r\n if (this._useFresnel) {\r\n defines += \"#define SSR_BLEND_WITH_FRESNEL\\n\";\r\n }\r\n if (this._useScreenspaceDepth) {\r\n defines += \"#define SSRAYTRACE_SCREENSPACE_DEPTH\\n\";\r\n }\r\n if (this._reflectivityThreshold === 0) {\r\n defines += \"#define SSR_DISABLE_REFLECTIVITY_TEST\\n\";\r\n }\r\n if (this._normalsAreInWorldSpace) {\r\n defines += \"#define SSR_NORMAL_IS_IN_WORLDSPACE\\n\";\r\n }\r\n if (this._normalsAreUnsigned) {\r\n defines += \"#define SSR_DECODE_NORMAL\\n\";\r\n }\r\n\r\n this.updateEffect(defines);\r\n }\r\n}\r\n"]}
@@ -14,5 +14,5 @@ export declare class ThinSSRBlurPostProcess extends EffectWrapper {
14
14
  textureHeight: number;
15
15
  direction: Vector2;
16
16
  blurStrength: number;
17
- bind(): void;
17
+ bind(noDefaultBindings?: boolean): void;
18
18
  }
@@ -36,8 +36,8 @@ export class ThinSSRBlurPostProcess extends EffectWrapper {
36
36
  this.blurStrength = blurStrength;
37
37
  }
38
38
  }
39
- bind() {
40
- super.bind();
39
+ bind(noDefaultBindings = false) {
40
+ super.bind(noDefaultBindings);
41
41
  this._drawWrapper.effect.setFloat2("texelOffsetScale", (1 / this.textureWidth) * this.direction.x * this.blurStrength, (1 / this.textureHeight) * this.direction.y * this.blurStrength);
42
42
  }
43
43
  }
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"thinSSRBlurPostProcess.js","sourceRoot":"","sources":["../../../../dev/core/src/PostProcesses/thinSSRBlurPostProcess.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,aAAa,EAAE,MAAM,6BAA6B,CAAC;AAC5D,OAAO,EAAE,MAAM,EAAE,MAAM,mBAAmB,CAAC;AAC3C,OAAO,EAAE,OAAO,EAAE,MAAM,sBAAsB,CAAC;AAE/C;;GAEG;AACH,MAAM,OAAO,sBAAuB,SAAQ,aAAa;IAOlC,cAAc,CAAC,SAAkB,EAAE,IAAoB;QACtE,IAAI,SAAS,EAAE,CAAC;YACZ,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;YACzB,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,oDAAoD,CAAC,CAAC,CAAC;QAC5E,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,gDAAgD,CAAC,CAAC,CAAC;QACxE,CAAC;IACL,CAAC;IAED,YAAY,IAAY,EAAE,SAAmC,IAAI,EAAE,SAAmB,EAAE,YAAqB,EAAE,OAAsC;QACjJ,KAAK,CAAC;YACF,GAAG,OAAO;YACV,IAAI;YACJ,MAAM,EAAE,MAAM,IAAI,MAAM,CAAC,iBAAkB;YAC3C,cAAc,EAAE,IAAI;YACpB,gBAAgB,EAAE,IAAI;YACtB,cAAc,EAAE,sBAAsB,CAAC,WAAW;YAClD,QAAQ,EAAE,sBAAsB,CAAC,QAAQ;YACzC,QAAQ,EAAE,sBAAsB,CAAC,QAAQ;SAC5C,CAAC,CAAC;QAWA,iBAAY,GAAW,CAAC,CAAC;QAEzB,kBAAa,GAAW,CAAC,CAAC;QAE1B,cAAS,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QAE9B,iBAAY,GAAG,IAAI,CAAC;QAfvB,IAAI,SAAS,KAAK,SAAS,EAAE,CAAC;YAC1B,IAAI,CAAC,SAAS,GAAG,SAAS,CAAC;QAC/B,CAAC;QAED,IAAI,YAAY,KAAK,SAAS,EAAE,CAAC;YAC7B,IAAI,CAAC,YAAY,GAAG,YAAY,CAAC;QACrC,CAAC;IACL,CAAC;IAUe,IAAI,CAAC,iBAAiB,GAAG,KAAK;QAC1C,KAAK,CAAC,IAAI,CAAC,iBAAiB,CAAC,CAAC;QAE9B,IAAI,CAAC,YAAY,CAAC,MAAO,CAAC,SAAS,CAC/B,kBAAkB,EAClB,CAAC,CAAC,GAAG,IAAI,CAAC,YAAY,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,YAAY,EAC9D,CAAC,CAAC,GAAG,IAAI,CAAC,aAAa,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,CAAC,GAAG,IAAI,CAAC,YAAY,CAClE,CAAC;IACN,CAAC;;AApDsB,kCAAW,GAAG,4BAA4B,AAA/B,CAAgC;AAE3C,+BAAQ,GAAG,CAAC,kBAAkB,CAAC,AAAvB,CAAwB;AAEhC,+BAAQ,GAAG,CAAC,gBAAgB,CAAC,AAArB,CAAsB","sourcesContent":["// eslint-disable-next-line import/no-internal-modules\r\nimport type { Nullable, AbstractEngine, EffectWrapperCreationOptions } from \"core/index\";\r\nimport { EffectWrapper } from \"../Materials/effectRenderer\";\r\nimport { Engine } from \"../Engines/engine\";\r\nimport { Vector2 } from \"../Maths/math.vector\";\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class ThinSSRBlurPostProcess extends EffectWrapper {\r\n public static readonly FragmentUrl = \"screenSpaceReflection2Blur\";\r\n\r\n public static readonly Uniforms = [\"texelOffsetScale\"];\r\n\r\n public static readonly Samplers = [\"textureSampler\"];\r\n\r\n protected override _gatherImports(useWebGPU: boolean, list: Promise<any>[]) {\r\n if (useWebGPU) {\r\n this._webGPUReady = true;\r\n list.push(import(\"../ShadersWGSL/screenSpaceReflection2Blur.fragment\"));\r\n } else {\r\n list.push(import(\"../Shaders/screenSpaceReflection2Blur.fragment\"));\r\n }\r\n }\r\n\r\n constructor(name: string, engine: Nullable<AbstractEngine> = null, direction?: Vector2, blurStrength?: number, options?: EffectWrapperCreationOptions) {\r\n super({\r\n ...options,\r\n name,\r\n engine: engine || Engine.LastCreatedEngine!,\r\n useShaderStore: true,\r\n useAsPostProcess: true,\r\n fragmentShader: ThinSSRBlurPostProcess.FragmentUrl,\r\n uniforms: ThinSSRBlurPostProcess.Uniforms,\r\n samplers: ThinSSRBlurPostProcess.Samplers,\r\n });\r\n\r\n if (direction !== undefined) {\r\n this.direction = direction;\r\n }\r\n\r\n if (blurStrength !== undefined) {\r\n this.blurStrength = blurStrength;\r\n }\r\n }\r\n\r\n public textureWidth: number = 0;\r\n\r\n public textureHeight: number = 0;\r\n\r\n public direction = new Vector2(1, 0);\r\n\r\n public blurStrength = 0.03;\r\n\r\n public override bind(noDefaultBindings = false) {\r\n super.bind(noDefaultBindings);\r\n\r\n this._drawWrapper.effect!.setFloat2(\r\n \"texelOffsetScale\",\r\n (1 / this.textureWidth) * this.direction.x * this.blurStrength,\r\n (1 / this.textureHeight) * this.direction.y * this.blurStrength\r\n );\r\n }\r\n}\r\n"]}
@@ -89,6 +89,6 @@ export declare class ThinSSRPostProcess extends EffectWrapper {
89
89
  set normalsAreUnsigned(value: boolean);
90
90
  private _scene;
91
91
  constructor(name: string, scene: Scene, options?: EffectWrapperCreationOptions);
92
- bind(): void;
92
+ bind(noDefaultBindings?: boolean): void;
93
93
  private _updateEffectDefines;
94
94
  }
@@ -269,8 +269,8 @@ export class ThinSSRPostProcess extends EffectWrapper {
269
269
  this._scene = scene;
270
270
  this._updateEffectDefines();
271
271
  }
272
- bind() {
273
- super.bind();
272
+ bind(noDefaultBindings = false) {
273
+ super.bind(noDefaultBindings);
274
274
  const effect = this._drawWrapper.effect;
275
275
  const camera = this.camera;
276
276
  if (!camera) {
@@ -1 +1 @@
1
- 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eslint-disable-next-line import/no-internal-modules\r\nimport type { Nullable, Scene, CubeTexture, Camera, EffectWrapperCreationOptions } from \"core/index\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { Engine } from \"core/Engines/engine\";\r\nimport { EffectWrapper } from \"core/Materials/effectRenderer\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { Vector3, Matrix, Quaternion, TmpVectors } from \"core/Maths/math.vector\";\r\n\r\nconst trs = Matrix.Compose(new Vector3(0.5, 0.5, 0.5), Quaternion.Identity(), new Vector3(0.5, 0.5, 0.5));\r\nconst trsWebGPU = Matrix.Compose(new Vector3(0.5, 0.5, 1), Quaternion.Identity(), new Vector3(0.5, 0.5, 0));\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class ThinSSRPostProcess extends EffectWrapper {\r\n /**\r\n * The fragment shader url\r\n */\r\n public static readonly FragmentUrl = \"screenSpaceReflection2\";\r\n\r\n /**\r\n * The list of uniforms used by the effect\r\n */\r\n public static readonly Uniforms = [\r\n \"projection\",\r\n \"invProjectionMatrix\",\r\n \"view\",\r\n \"invView\",\r\n \"thickness\",\r\n \"reflectionSpecularFalloffExponent\",\r\n \"strength\",\r\n \"stepSize\",\r\n \"maxSteps\",\r\n \"roughnessFactor\",\r\n \"projectionPixel\",\r\n \"nearPlaneZ\",\r\n \"farPlaneZ\",\r\n \"maxDistance\",\r\n \"selfCollisionNumSkip\",\r\n \"vReflectionPosition\",\r\n \"vReflectionSize\",\r\n \"backSizeFactor\",\r\n \"reflectivityThreshold\",\r\n ];\r\n\r\n public static readonly Samplers = [\"textureSampler\", \"normalSampler\", \"reflectivitySampler\", \"depthSampler\", \"envCubeSampler\", \"backDepthSampler\"];\r\n\r\n protected override _gatherImports(useWebGPU: boolean, list: Promise<any>[]) {\r\n if (useWebGPU) {\r\n this._webGPUReady = true;\r\n list.push(import(\"../ShadersWGSL/screenSpaceReflection2.fragment\"));\r\n } else {\r\n list.push(import(\"../Shaders/screenSpaceReflection2.fragment\"));\r\n }\r\n }\r\n\r\n public isSSRSupported = true;\r\n\r\n public maxDistance = 1000.0;\r\n\r\n public step = 1.0;\r\n\r\n public thickness = 0.5;\r\n\r\n public strength = 1;\r\n\r\n public reflectionSpecularFalloffExponent = 1;\r\n\r\n public maxSteps = 1000.0;\r\n\r\n public roughnessFactor = 0.2;\r\n\r\n public selfCollisionNumSkip = 1;\r\n\r\n private _reflectivityThreshold = 0.04;\r\n\r\n public get reflectivityThreshold() {\r\n return this._reflectivityThreshold;\r\n }\r\n\r\n public set reflectivityThreshold(threshold: number) {\r\n if (threshold === this._reflectivityThreshold) {\r\n return;\r\n }\r\n\r\n if ((threshold === 0 && this._reflectivityThreshold !== 0) || (threshold !== 0 && this._reflectivityThreshold === 0)) {\r\n this._reflectivityThreshold = threshold;\r\n this._updateEffectDefines();\r\n } else {\r\n this._reflectivityThreshold = threshold;\r\n }\r\n }\r\n\r\n private _useBlur = false;\r\n\r\n public get useBlur() {\r\n return this._useBlur;\r\n }\r\n\r\n public set useBlur(blur: boolean) {\r\n if (this._useBlur === blur) {\r\n return;\r\n }\r\n\r\n this._useBlur = blur;\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _enableSmoothReflections = false;\r\n\r\n public get enableSmoothReflections(): boolean {\r\n return this._enableSmoothReflections;\r\n }\r\n\r\n public set enableSmoothReflections(enabled: boolean) {\r\n if (enabled === this._enableSmoothReflections) {\r\n return;\r\n }\r\n\r\n this._enableSmoothReflections = enabled;\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _environmentTexture: Nullable<CubeTexture>;\r\n\r\n public get environmentTexture() {\r\n return this._environmentTexture;\r\n }\r\n\r\n public set environmentTexture(texture: Nullable<CubeTexture>) {\r\n this._environmentTexture = texture;\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _environmentTextureIsProbe = false;\r\n\r\n public get environmentTextureIsProbe(): boolean {\r\n return this._environmentTextureIsProbe;\r\n }\r\n\r\n public set environmentTextureIsProbe(isProbe: boolean) {\r\n this._environmentTextureIsProbe = isProbe;\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _attenuateScreenBorders = true;\r\n\r\n public get attenuateScreenBorders() {\r\n return this._attenuateScreenBorders;\r\n }\r\n\r\n public set attenuateScreenBorders(attenuate: boolean) {\r\n if (this._attenuateScreenBorders === attenuate) {\r\n return;\r\n }\r\n this._attenuateScreenBorders = attenuate;\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _attenuateIntersectionDistance = true;\r\n\r\n public get attenuateIntersectionDistance() {\r\n return this._attenuateIntersectionDistance;\r\n }\r\n\r\n public set attenuateIntersectionDistance(attenuate: boolean) {\r\n if (this._attenuateIntersectionDistance === attenuate) {\r\n return;\r\n }\r\n this._attenuateIntersectionDistance = attenuate;\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _attenuateIntersectionIterations = true;\r\n\r\n public get attenuateIntersectionIterations() {\r\n return this._attenuateIntersectionIterations;\r\n }\r\n\r\n public set attenuateIntersectionIterations(attenuate: boolean) {\r\n if (this._attenuateIntersectionIterations === attenuate) {\r\n return;\r\n }\r\n this._attenuateIntersectionIterations = attenuate;\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _attenuateFacingCamera = false;\r\n\r\n public get attenuateFacingCamera() {\r\n return this._attenuateFacingCamera;\r\n }\r\n\r\n public set attenuateFacingCamera(attenuate: boolean) {\r\n if (this._attenuateFacingCamera === attenuate) {\r\n return;\r\n }\r\n this._attenuateFacingCamera = attenuate;\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _attenuateBackfaceReflection = false;\r\n\r\n public get attenuateBackfaceReflection() {\r\n return this._attenuateBackfaceReflection;\r\n }\r\n\r\n public set attenuateBackfaceReflection(attenuate: boolean) {\r\n if (this._attenuateBackfaceReflection === attenuate) {\r\n return;\r\n }\r\n this._attenuateBackfaceReflection = attenuate;\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _clipToFrustum = true;\r\n\r\n public get clipToFrustum() {\r\n return this._clipToFrustum;\r\n }\r\n\r\n public set clipToFrustum(clip: boolean) {\r\n if (this._clipToFrustum === clip) {\r\n return;\r\n }\r\n this._clipToFrustum = clip;\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _useFresnel = false;\r\n\r\n public get useFresnel() {\r\n return this._useFresnel;\r\n }\r\n\r\n public set useFresnel(fresnel: boolean) {\r\n if (this._useFresnel === fresnel) {\r\n return;\r\n }\r\n this._useFresnel = fresnel;\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _enableAutomaticThicknessComputation = false;\r\n\r\n public get enableAutomaticThicknessComputation(): boolean {\r\n return this._enableAutomaticThicknessComputation;\r\n }\r\n\r\n public set enableAutomaticThicknessComputation(automatic: boolean) {\r\n if (this._enableAutomaticThicknessComputation === automatic) {\r\n return;\r\n }\r\n\r\n this._enableAutomaticThicknessComputation = automatic;\r\n\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _inputTextureColorIsInGammaSpace = true;\r\n\r\n public get inputTextureColorIsInGammaSpace(): boolean {\r\n return this._inputTextureColorIsInGammaSpace;\r\n }\r\n\r\n public set inputTextureColorIsInGammaSpace(gammaSpace: boolean) {\r\n if (this._inputTextureColorIsInGammaSpace === gammaSpace) {\r\n return;\r\n }\r\n\r\n this._inputTextureColorIsInGammaSpace = gammaSpace;\r\n\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _generateOutputInGammaSpace = true;\r\n\r\n public get generateOutputInGammaSpace(): boolean {\r\n return this._generateOutputInGammaSpace;\r\n }\r\n\r\n public set generateOutputInGammaSpace(gammaSpace: boolean) {\r\n if (this._generateOutputInGammaSpace === gammaSpace) {\r\n return;\r\n }\r\n\r\n this._generateOutputInGammaSpace = gammaSpace;\r\n\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _debug = false;\r\n\r\n public get debug(): boolean {\r\n return this._debug;\r\n }\r\n\r\n public set debug(value: boolean) {\r\n if (this._debug === value) {\r\n return;\r\n }\r\n\r\n this._debug = value;\r\n\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _textureWidth = 0;\r\n\r\n public get textureWidth() {\r\n return this._textureWidth;\r\n }\r\n\r\n public set textureWidth(width: number) {\r\n if (this._textureWidth === width) {\r\n return;\r\n }\r\n this._textureWidth = width;\r\n }\r\n\r\n private _textureHeight = 0;\r\n\r\n public get textureHeight() {\r\n return this._textureHeight;\r\n }\r\n\r\n public set textureHeight(height: number) {\r\n if (this._textureHeight === height) {\r\n return;\r\n }\r\n this._textureHeight = height;\r\n }\r\n\r\n public camera: Nullable<Camera> = null;\r\n\r\n private _useScreenspaceDepth = false;\r\n\r\n public get useScreenspaceDepth() {\r\n return this._useScreenspaceDepth;\r\n }\r\n\r\n public set useScreenspaceDepth(value: boolean) {\r\n if (this._useScreenspaceDepth === value) {\r\n return;\r\n }\r\n\r\n this._useScreenspaceDepth = value;\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _normalsAreInWorldSpace = false;\r\n\r\n public get normalsAreInWorldSpace() {\r\n return this._normalsAreInWorldSpace;\r\n }\r\n\r\n public set normalsAreInWorldSpace(value: boolean) {\r\n if (this._normalsAreInWorldSpace === value) {\r\n return;\r\n }\r\n\r\n this._normalsAreInWorldSpace = value;\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _normalsAreUnsigned = false;\r\n\r\n public get normalsAreUnsigned() {\r\n return this._normalsAreUnsigned;\r\n }\r\n\r\n public set normalsAreUnsigned(value: boolean) {\r\n if (this._normalsAreUnsigned === value) {\r\n return;\r\n }\r\n\r\n this._normalsAreUnsigned = value;\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _scene: Scene;\r\n\r\n constructor(name: string, scene: Scene, options?: EffectWrapperCreationOptions) {\r\n super({\r\n ...options,\r\n name,\r\n engine: scene.getEngine() || Engine.LastCreatedEngine!,\r\n useShaderStore: true,\r\n useAsPostProcess: true,\r\n fragmentShader: ThinSSRPostProcess.FragmentUrl,\r\n uniforms: ThinSSRPostProcess.Uniforms,\r\n samplers: ThinSSRPostProcess.Samplers,\r\n shaderLanguage: scene.getEngine().isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n });\r\n\r\n this._scene = scene;\r\n this._updateEffectDefines();\r\n }\r\n\r\n public override bind() {\r\n super.bind();\r\n\r\n const effect = this._drawWrapper.effect!;\r\n\r\n const camera = this.camera;\r\n if (!camera) {\r\n return;\r\n }\r\n\r\n const viewMatrix = camera.getViewMatrix();\r\n const projectionMatrix = camera.getProjectionMatrix();\r\n\r\n projectionMatrix.invertToRef(TmpVectors.Matrix[0]);\r\n viewMatrix.invertToRef(TmpVectors.Matrix[1]);\r\n\r\n effect.setMatrix(\"projection\", projectionMatrix);\r\n effect.setMatrix(\"view\", viewMatrix);\r\n effect.setMatrix(\"invView\", TmpVectors.Matrix[1]);\r\n effect.setMatrix(\"invProjectionMatrix\", TmpVectors.Matrix[0]);\r\n effect.setFloat(\"thickness\", this.thickness);\r\n effect.setFloat(\"reflectionSpecularFalloffExponent\", this.reflectionSpecularFalloffExponent);\r\n effect.setFloat(\"strength\", this.strength);\r\n effect.setFloat(\"stepSize\", this.step);\r\n effect.setFloat(\"maxSteps\", this.maxSteps);\r\n effect.setFloat(\"roughnessFactor\", this.roughnessFactor);\r\n effect.setFloat(\"nearPlaneZ\", camera.minZ);\r\n effect.setFloat(\"farPlaneZ\", camera.maxZ);\r\n effect.setFloat(\"maxDistance\", this.maxDistance);\r\n effect.setFloat(\"selfCollisionNumSkip\", this.selfCollisionNumSkip);\r\n effect.setFloat(\"reflectivityThreshold\", this._reflectivityThreshold);\r\n\r\n Matrix.ScalingToRef(this.textureWidth, this.textureHeight, 1, TmpVectors.Matrix[2]);\r\n\r\n projectionMatrix.multiplyToRef(this._scene.getEngine().isWebGPU ? trsWebGPU : trs, TmpVectors.Matrix[3]);\r\n\r\n TmpVectors.Matrix[3].multiplyToRef(TmpVectors.Matrix[2], TmpVectors.Matrix[4]);\r\n\r\n effect.setMatrix(\"projectionPixel\", TmpVectors.Matrix[4]);\r\n\r\n if (this._environmentTexture) {\r\n effect.setTexture(\"envCubeSampler\", this._environmentTexture);\r\n\r\n if (this._environmentTexture.boundingBoxSize) {\r\n effect.setVector3(\"vReflectionPosition\", this._environmentTexture.boundingBoxPosition);\r\n effect.setVector3(\"vReflectionSize\", this._environmentTexture.boundingBoxSize);\r\n }\r\n }\r\n }\r\n\r\n private _updateEffectDefines() {\r\n const defines: string[] = [];\r\n\r\n if (this.isSSRSupported) {\r\n defines.push(\"#define SSR_SUPPORTED\");\r\n }\r\n if (this._enableSmoothReflections) {\r\n defines.push(\"#define SSRAYTRACE_ENABLE_REFINEMENT\");\r\n }\r\n if (this._scene.useRightHandedSystem) {\r\n defines.push(\"#define SSRAYTRACE_RIGHT_HANDED_SCENE\");\r\n }\r\n if (this._useScreenspaceDepth) {\r\n defines.push(\"#define SSRAYTRACE_SCREENSPACE_DEPTH\");\r\n }\r\n if (this._environmentTexture) {\r\n defines.push(\"#define SSR_USE_ENVIRONMENT_CUBE\");\r\n if (this._environmentTexture.boundingBoxSize) {\r\n defines.push(\"#define SSR_USE_LOCAL_REFLECTIONMAP_CUBIC\");\r\n }\r\n if (this._environmentTexture.gammaSpace) {\r\n defines.push(\"#define SSR_ENVIRONMENT_CUBE_IS_GAMMASPACE\");\r\n }\r\n }\r\n if (this._environmentTextureIsProbe) {\r\n defines.push(\"#define SSR_INVERTCUBICMAP\");\r\n }\r\n if (this._enableAutomaticThicknessComputation) {\r\n defines.push(\"#define SSRAYTRACE_USE_BACK_DEPTHBUFFER\");\r\n }\r\n if (this._attenuateScreenBorders) {\r\n defines.push(\"#define SSR_ATTENUATE_SCREEN_BORDERS\");\r\n }\r\n if (this._attenuateIntersectionDistance) {\r\n defines.push(\"#define SSR_ATTENUATE_INTERSECTION_DISTANCE\");\r\n }\r\n if (this._attenuateIntersectionIterations) {\r\n defines.push(\"#define SSR_ATTENUATE_INTERSECTION_NUMITERATIONS\");\r\n }\r\n if (this._attenuateFacingCamera) {\r\n defines.push(\"#define SSR_ATTENUATE_FACING_CAMERA\");\r\n }\r\n if (this._attenuateBackfaceReflection) {\r\n defines.push(\"#define SSR_ATTENUATE_BACKFACE_REFLECTION\");\r\n }\r\n if (this._clipToFrustum) {\r\n defines.push(\"#define SSRAYTRACE_CLIP_TO_FRUSTUM\");\r\n }\r\n if (this.useBlur) {\r\n defines.push(\"#define SSR_USE_BLUR\");\r\n }\r\n if (this._debug) {\r\n defines.push(\"#define SSRAYTRACE_DEBUG\");\r\n }\r\n if (this._inputTextureColorIsInGammaSpace) {\r\n defines.push(\"#define SSR_INPUT_IS_GAMMA_SPACE\");\r\n }\r\n if (this._generateOutputInGammaSpace) {\r\n defines.push(\"#define SSR_OUTPUT_IS_GAMMA_SPACE\");\r\n }\r\n if (this._useFresnel) {\r\n defines.push(\"#define SSR_BLEND_WITH_FRESNEL\");\r\n }\r\n if (this._reflectivityThreshold === 0) {\r\n defines.push(\"#define SSR_DISABLE_REFLECTIVITY_TEST\");\r\n }\r\n\r\n if (this._normalsAreInWorldSpace) {\r\n defines.push(\"#define SSR_NORMAL_IS_IN_WORLDSPACE\");\r\n }\r\n\r\n if (this._normalsAreUnsigned) {\r\n defines.push(\"#define SSR_DECODE_NORMAL\");\r\n }\r\n\r\n if (this.camera && this.camera.mode === Constants.ORTHOGRAPHIC_CAMERA) {\r\n defines.push(\"#define ORTHOGRAPHIC_CAMERA\");\r\n }\r\n\r\n this.updateEffect(defines.join(\"\\n\"));\r\n }\r\n}\r\n"]}
1
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eslint-disable-next-line import/no-internal-modules\r\nimport type { Nullable, Scene, CubeTexture, Camera, EffectWrapperCreationOptions } from \"core/index\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { Engine } from \"core/Engines/engine\";\r\nimport { EffectWrapper } from \"core/Materials/effectRenderer\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { Vector3, Matrix, Quaternion, TmpVectors } from \"core/Maths/math.vector\";\r\n\r\nconst trs = Matrix.Compose(new Vector3(0.5, 0.5, 0.5), Quaternion.Identity(), new Vector3(0.5, 0.5, 0.5));\r\nconst trsWebGPU = Matrix.Compose(new Vector3(0.5, 0.5, 1), Quaternion.Identity(), new Vector3(0.5, 0.5, 0));\r\n\r\n/**\r\n * @internal\r\n */\r\nexport class ThinSSRPostProcess extends EffectWrapper {\r\n /**\r\n * The fragment shader url\r\n */\r\n public static readonly FragmentUrl = \"screenSpaceReflection2\";\r\n\r\n /**\r\n * The list of uniforms used by the effect\r\n */\r\n public static readonly Uniforms = [\r\n \"projection\",\r\n \"invProjectionMatrix\",\r\n \"view\",\r\n \"invView\",\r\n \"thickness\",\r\n \"reflectionSpecularFalloffExponent\",\r\n \"strength\",\r\n \"stepSize\",\r\n \"maxSteps\",\r\n \"roughnessFactor\",\r\n \"projectionPixel\",\r\n \"nearPlaneZ\",\r\n \"farPlaneZ\",\r\n \"maxDistance\",\r\n \"selfCollisionNumSkip\",\r\n \"vReflectionPosition\",\r\n \"vReflectionSize\",\r\n \"backSizeFactor\",\r\n \"reflectivityThreshold\",\r\n ];\r\n\r\n public static readonly Samplers = [\"textureSampler\", \"normalSampler\", \"reflectivitySampler\", \"depthSampler\", \"envCubeSampler\", \"backDepthSampler\"];\r\n\r\n protected override _gatherImports(useWebGPU: boolean, list: Promise<any>[]) {\r\n if (useWebGPU) {\r\n this._webGPUReady = true;\r\n list.push(import(\"../ShadersWGSL/screenSpaceReflection2.fragment\"));\r\n } else {\r\n list.push(import(\"../Shaders/screenSpaceReflection2.fragment\"));\r\n }\r\n }\r\n\r\n public isSSRSupported = true;\r\n\r\n public maxDistance = 1000.0;\r\n\r\n public step = 1.0;\r\n\r\n public thickness = 0.5;\r\n\r\n public strength = 1;\r\n\r\n public reflectionSpecularFalloffExponent = 1;\r\n\r\n public maxSteps = 1000.0;\r\n\r\n public roughnessFactor = 0.2;\r\n\r\n public selfCollisionNumSkip = 1;\r\n\r\n private _reflectivityThreshold = 0.04;\r\n\r\n public get reflectivityThreshold() {\r\n return this._reflectivityThreshold;\r\n }\r\n\r\n public set reflectivityThreshold(threshold: number) {\r\n if (threshold === this._reflectivityThreshold) {\r\n return;\r\n }\r\n\r\n if ((threshold === 0 && this._reflectivityThreshold !== 0) || (threshold !== 0 && this._reflectivityThreshold === 0)) {\r\n this._reflectivityThreshold = threshold;\r\n this._updateEffectDefines();\r\n } else {\r\n this._reflectivityThreshold = threshold;\r\n }\r\n }\r\n\r\n private _useBlur = false;\r\n\r\n public get useBlur() {\r\n return this._useBlur;\r\n }\r\n\r\n public set useBlur(blur: boolean) {\r\n if (this._useBlur === blur) {\r\n return;\r\n }\r\n\r\n this._useBlur = blur;\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _enableSmoothReflections = false;\r\n\r\n public get enableSmoothReflections(): boolean {\r\n return this._enableSmoothReflections;\r\n }\r\n\r\n public set enableSmoothReflections(enabled: boolean) {\r\n if (enabled === this._enableSmoothReflections) {\r\n return;\r\n }\r\n\r\n this._enableSmoothReflections = enabled;\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _environmentTexture: Nullable<CubeTexture>;\r\n\r\n public get environmentTexture() {\r\n return this._environmentTexture;\r\n }\r\n\r\n public set environmentTexture(texture: Nullable<CubeTexture>) {\r\n this._environmentTexture = texture;\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _environmentTextureIsProbe = false;\r\n\r\n public get environmentTextureIsProbe(): boolean {\r\n return this._environmentTextureIsProbe;\r\n }\r\n\r\n public set environmentTextureIsProbe(isProbe: boolean) {\r\n this._environmentTextureIsProbe = isProbe;\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _attenuateScreenBorders = true;\r\n\r\n public get attenuateScreenBorders() {\r\n return this._attenuateScreenBorders;\r\n }\r\n\r\n public set attenuateScreenBorders(attenuate: boolean) {\r\n if (this._attenuateScreenBorders === attenuate) {\r\n return;\r\n }\r\n this._attenuateScreenBorders = attenuate;\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _attenuateIntersectionDistance = true;\r\n\r\n public get attenuateIntersectionDistance() {\r\n return this._attenuateIntersectionDistance;\r\n }\r\n\r\n public set attenuateIntersectionDistance(attenuate: boolean) {\r\n if (this._attenuateIntersectionDistance === attenuate) {\r\n return;\r\n }\r\n this._attenuateIntersectionDistance = attenuate;\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _attenuateIntersectionIterations = true;\r\n\r\n public get attenuateIntersectionIterations() {\r\n return this._attenuateIntersectionIterations;\r\n }\r\n\r\n public set attenuateIntersectionIterations(attenuate: boolean) {\r\n if (this._attenuateIntersectionIterations === attenuate) {\r\n return;\r\n }\r\n this._attenuateIntersectionIterations = attenuate;\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _attenuateFacingCamera = false;\r\n\r\n public get attenuateFacingCamera() {\r\n return this._attenuateFacingCamera;\r\n }\r\n\r\n public set attenuateFacingCamera(attenuate: boolean) {\r\n if (this._attenuateFacingCamera === attenuate) {\r\n return;\r\n }\r\n this._attenuateFacingCamera = attenuate;\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _attenuateBackfaceReflection = false;\r\n\r\n public get attenuateBackfaceReflection() {\r\n return this._attenuateBackfaceReflection;\r\n }\r\n\r\n public set attenuateBackfaceReflection(attenuate: boolean) {\r\n if (this._attenuateBackfaceReflection === attenuate) {\r\n return;\r\n }\r\n this._attenuateBackfaceReflection = attenuate;\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _clipToFrustum = true;\r\n\r\n public get clipToFrustum() {\r\n return this._clipToFrustum;\r\n }\r\n\r\n public set clipToFrustum(clip: boolean) {\r\n if (this._clipToFrustum === clip) {\r\n return;\r\n }\r\n this._clipToFrustum = clip;\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _useFresnel = false;\r\n\r\n public get useFresnel() {\r\n return this._useFresnel;\r\n }\r\n\r\n public set useFresnel(fresnel: boolean) {\r\n if (this._useFresnel === fresnel) {\r\n return;\r\n }\r\n this._useFresnel = fresnel;\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _enableAutomaticThicknessComputation = false;\r\n\r\n public get enableAutomaticThicknessComputation(): boolean {\r\n return this._enableAutomaticThicknessComputation;\r\n }\r\n\r\n public set enableAutomaticThicknessComputation(automatic: boolean) {\r\n if (this._enableAutomaticThicknessComputation === automatic) {\r\n return;\r\n }\r\n\r\n this._enableAutomaticThicknessComputation = automatic;\r\n\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _inputTextureColorIsInGammaSpace = true;\r\n\r\n public get inputTextureColorIsInGammaSpace(): boolean {\r\n return this._inputTextureColorIsInGammaSpace;\r\n }\r\n\r\n public set inputTextureColorIsInGammaSpace(gammaSpace: boolean) {\r\n if (this._inputTextureColorIsInGammaSpace === gammaSpace) {\r\n return;\r\n }\r\n\r\n this._inputTextureColorIsInGammaSpace = gammaSpace;\r\n\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _generateOutputInGammaSpace = true;\r\n\r\n public get generateOutputInGammaSpace(): boolean {\r\n return this._generateOutputInGammaSpace;\r\n }\r\n\r\n public set generateOutputInGammaSpace(gammaSpace: boolean) {\r\n if (this._generateOutputInGammaSpace === gammaSpace) {\r\n return;\r\n }\r\n\r\n this._generateOutputInGammaSpace = gammaSpace;\r\n\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _debug = false;\r\n\r\n public get debug(): boolean {\r\n return this._debug;\r\n }\r\n\r\n public set debug(value: boolean) {\r\n if (this._debug === value) {\r\n return;\r\n }\r\n\r\n this._debug = value;\r\n\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _textureWidth = 0;\r\n\r\n public get textureWidth() {\r\n return this._textureWidth;\r\n }\r\n\r\n public set textureWidth(width: number) {\r\n if (this._textureWidth === width) {\r\n return;\r\n }\r\n this._textureWidth = width;\r\n }\r\n\r\n private _textureHeight = 0;\r\n\r\n public get textureHeight() {\r\n return this._textureHeight;\r\n }\r\n\r\n public set textureHeight(height: number) {\r\n if (this._textureHeight === height) {\r\n return;\r\n }\r\n this._textureHeight = height;\r\n }\r\n\r\n public camera: Nullable<Camera> = null;\r\n\r\n private _useScreenspaceDepth = false;\r\n\r\n public get useScreenspaceDepth() {\r\n return this._useScreenspaceDepth;\r\n }\r\n\r\n public set useScreenspaceDepth(value: boolean) {\r\n if (this._useScreenspaceDepth === value) {\r\n return;\r\n }\r\n\r\n this._useScreenspaceDepth = value;\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _normalsAreInWorldSpace = false;\r\n\r\n public get normalsAreInWorldSpace() {\r\n return this._normalsAreInWorldSpace;\r\n }\r\n\r\n public set normalsAreInWorldSpace(value: boolean) {\r\n if (this._normalsAreInWorldSpace === value) {\r\n return;\r\n }\r\n\r\n this._normalsAreInWorldSpace = value;\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _normalsAreUnsigned = false;\r\n\r\n public get normalsAreUnsigned() {\r\n return this._normalsAreUnsigned;\r\n }\r\n\r\n public set normalsAreUnsigned(value: boolean) {\r\n if (this._normalsAreUnsigned === value) {\r\n return;\r\n }\r\n\r\n this._normalsAreUnsigned = value;\r\n this._updateEffectDefines();\r\n }\r\n\r\n private _scene: Scene;\r\n\r\n constructor(name: string, scene: Scene, options?: EffectWrapperCreationOptions) {\r\n super({\r\n ...options,\r\n name,\r\n engine: scene.getEngine() || Engine.LastCreatedEngine!,\r\n useShaderStore: true,\r\n useAsPostProcess: true,\r\n fragmentShader: ThinSSRPostProcess.FragmentUrl,\r\n uniforms: ThinSSRPostProcess.Uniforms,\r\n samplers: ThinSSRPostProcess.Samplers,\r\n shaderLanguage: scene.getEngine().isWebGPU ? ShaderLanguage.WGSL : ShaderLanguage.GLSL,\r\n });\r\n\r\n this._scene = scene;\r\n this._updateEffectDefines();\r\n }\r\n\r\n public override bind(noDefaultBindings = false) {\r\n super.bind(noDefaultBindings);\r\n\r\n const effect = this._drawWrapper.effect!;\r\n\r\n const camera = this.camera;\r\n if (!camera) {\r\n return;\r\n }\r\n\r\n const viewMatrix = camera.getViewMatrix();\r\n const projectionMatrix = camera.getProjectionMatrix();\r\n\r\n projectionMatrix.invertToRef(TmpVectors.Matrix[0]);\r\n viewMatrix.invertToRef(TmpVectors.Matrix[1]);\r\n\r\n effect.setMatrix(\"projection\", projectionMatrix);\r\n effect.setMatrix(\"view\", viewMatrix);\r\n effect.setMatrix(\"invView\", TmpVectors.Matrix[1]);\r\n effect.setMatrix(\"invProjectionMatrix\", TmpVectors.Matrix[0]);\r\n effect.setFloat(\"thickness\", this.thickness);\r\n effect.setFloat(\"reflectionSpecularFalloffExponent\", this.reflectionSpecularFalloffExponent);\r\n effect.setFloat(\"strength\", this.strength);\r\n effect.setFloat(\"stepSize\", this.step);\r\n effect.setFloat(\"maxSteps\", this.maxSteps);\r\n effect.setFloat(\"roughnessFactor\", this.roughnessFactor);\r\n effect.setFloat(\"nearPlaneZ\", camera.minZ);\r\n effect.setFloat(\"farPlaneZ\", camera.maxZ);\r\n effect.setFloat(\"maxDistance\", this.maxDistance);\r\n effect.setFloat(\"selfCollisionNumSkip\", this.selfCollisionNumSkip);\r\n effect.setFloat(\"reflectivityThreshold\", this._reflectivityThreshold);\r\n\r\n Matrix.ScalingToRef(this.textureWidth, this.textureHeight, 1, TmpVectors.Matrix[2]);\r\n\r\n projectionMatrix.multiplyToRef(this._scene.getEngine().isWebGPU ? trsWebGPU : trs, TmpVectors.Matrix[3]);\r\n\r\n TmpVectors.Matrix[3].multiplyToRef(TmpVectors.Matrix[2], TmpVectors.Matrix[4]);\r\n\r\n effect.setMatrix(\"projectionPixel\", TmpVectors.Matrix[4]);\r\n\r\n if (this._environmentTexture) {\r\n effect.setTexture(\"envCubeSampler\", this._environmentTexture);\r\n\r\n if (this._environmentTexture.boundingBoxSize) {\r\n effect.setVector3(\"vReflectionPosition\", this._environmentTexture.boundingBoxPosition);\r\n effect.setVector3(\"vReflectionSize\", this._environmentTexture.boundingBoxSize);\r\n }\r\n }\r\n }\r\n\r\n private _updateEffectDefines() {\r\n const defines: string[] = [];\r\n\r\n if (this.isSSRSupported) {\r\n defines.push(\"#define SSR_SUPPORTED\");\r\n }\r\n if (this._enableSmoothReflections) {\r\n defines.push(\"#define SSRAYTRACE_ENABLE_REFINEMENT\");\r\n }\r\n if (this._scene.useRightHandedSystem) {\r\n defines.push(\"#define SSRAYTRACE_RIGHT_HANDED_SCENE\");\r\n }\r\n if (this._useScreenspaceDepth) {\r\n defines.push(\"#define SSRAYTRACE_SCREENSPACE_DEPTH\");\r\n }\r\n if (this._environmentTexture) {\r\n defines.push(\"#define SSR_USE_ENVIRONMENT_CUBE\");\r\n if (this._environmentTexture.boundingBoxSize) {\r\n defines.push(\"#define SSR_USE_LOCAL_REFLECTIONMAP_CUBIC\");\r\n }\r\n if (this._environmentTexture.gammaSpace) {\r\n defines.push(\"#define SSR_ENVIRONMENT_CUBE_IS_GAMMASPACE\");\r\n }\r\n }\r\n if (this._environmentTextureIsProbe) {\r\n defines.push(\"#define SSR_INVERTCUBICMAP\");\r\n }\r\n if (this._enableAutomaticThicknessComputation) {\r\n defines.push(\"#define SSRAYTRACE_USE_BACK_DEPTHBUFFER\");\r\n }\r\n if (this._attenuateScreenBorders) {\r\n defines.push(\"#define SSR_ATTENUATE_SCREEN_BORDERS\");\r\n }\r\n if (this._attenuateIntersectionDistance) {\r\n defines.push(\"#define SSR_ATTENUATE_INTERSECTION_DISTANCE\");\r\n }\r\n if (this._attenuateIntersectionIterations) {\r\n defines.push(\"#define SSR_ATTENUATE_INTERSECTION_NUMITERATIONS\");\r\n }\r\n if (this._attenuateFacingCamera) {\r\n defines.push(\"#define SSR_ATTENUATE_FACING_CAMERA\");\r\n }\r\n if (this._attenuateBackfaceReflection) {\r\n defines.push(\"#define SSR_ATTENUATE_BACKFACE_REFLECTION\");\r\n }\r\n if (this._clipToFrustum) {\r\n defines.push(\"#define SSRAYTRACE_CLIP_TO_FRUSTUM\");\r\n }\r\n if (this.useBlur) {\r\n defines.push(\"#define SSR_USE_BLUR\");\r\n }\r\n if (this._debug) {\r\n defines.push(\"#define SSRAYTRACE_DEBUG\");\r\n }\r\n if (this._inputTextureColorIsInGammaSpace) {\r\n defines.push(\"#define SSR_INPUT_IS_GAMMA_SPACE\");\r\n }\r\n if (this._generateOutputInGammaSpace) {\r\n defines.push(\"#define SSR_OUTPUT_IS_GAMMA_SPACE\");\r\n }\r\n if (this._useFresnel) {\r\n defines.push(\"#define SSR_BLEND_WITH_FRESNEL\");\r\n }\r\n if (this._reflectivityThreshold === 0) {\r\n defines.push(\"#define SSR_DISABLE_REFLECTIVITY_TEST\");\r\n }\r\n\r\n if (this._normalsAreInWorldSpace) {\r\n defines.push(\"#define SSR_NORMAL_IS_IN_WORLDSPACE\");\r\n }\r\n\r\n if (this._normalsAreUnsigned) {\r\n defines.push(\"#define SSR_DECODE_NORMAL\");\r\n }\r\n\r\n if (this.camera && this.camera.mode === Constants.ORTHOGRAPHIC_CAMERA) {\r\n defines.push(\"#define ORTHOGRAPHIC_CAMERA\");\r\n }\r\n\r\n this.updateEffect(defines.join(\"\\n\"));\r\n }\r\n}\r\n"]}
@@ -68,5 +68,5 @@ export declare class ThinTAAPostProcess extends EffectWrapper {
68
68
  /** @internal */
69
69
  _reset(): void;
70
70
  updateProjectionMatrix(): void;
71
- bind(): void;
71
+ bind(noDefaultBindings?: boolean): void;
72
72
  }
@@ -124,8 +124,8 @@ export class ThinTAAPostProcess extends EffectWrapper {
124
124
  }
125
125
  this._hs.next();
126
126
  }
127
- bind() {
128
- super.bind();
127
+ bind(noDefaultBindings = false) {
128
+ super.bind(noDefaultBindings);
129
129
  if (this.disabled) {
130
130
  return;
131
131
  }
@@ -1 +1 @@
1
- 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eslint-disable-next-line import/no-internal-modules\r\nimport type { Nullable, AbstractEngine, EffectWrapperCreationOptions } from \"core/index\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Halton2DSequence } from \"core/Maths/halton2DSequence\";\r\nimport { Engine } from \"core/Engines/engine\";\r\nimport { EffectWrapper } from \"core/Materials/effectRenderer\";\r\n\r\n/**\r\n * Simple implementation of Temporal Anti-Aliasing (TAA).\r\n * This can be used to improve image quality for still pictures (screenshots for e.g.).\r\n */\r\nexport class ThinTAAPostProcess extends EffectWrapper {\r\n /**\r\n * The fragment shader url\r\n */\r\n public static readonly FragmentUrl = \"taa\";\r\n\r\n /**\r\n * The list of uniforms used by the effect\r\n */\r\n public static readonly Uniforms = [\"factor\"];\r\n\r\n /**\r\n * The list of samplers used by the effect\r\n */\r\n public static readonly Samplers = [\"historySampler\"];\r\n\r\n protected override _gatherImports(useWebGPU: boolean, list: Promise<any>[]) {\r\n if (useWebGPU) {\r\n this._webGPUReady = true;\r\n list.push(import(\"../ShadersWGSL/taa.fragment\"));\r\n } else {\r\n list.push(import(\"../Shaders/taa.fragment\"));\r\n }\r\n }\r\n\r\n private _samples = 8;\r\n /**\r\n * Number of accumulated samples (default: 8)\r\n */\r\n public set samples(samples: number) {\r\n if (this._samples === samples) {\r\n return;\r\n }\r\n\r\n this._samples = samples;\r\n this._hs.regenerate(samples);\r\n }\r\n\r\n public get samples(): number {\r\n return this._samples;\r\n }\r\n\r\n /**\r\n * The factor used to blend the history frame with current frame (default: 0.05)\r\n */\r\n public factor = 0.05;\r\n\r\n /**\r\n * The camera to use for the post process\r\n */\r\n public camera: Nullable<Camera>;\r\n\r\n private _disabled = false;\r\n /**\r\n * Whether the TAA is disabled\r\n */\r\n public get disabled() {\r\n return this._disabled;\r\n }\r\n\r\n public set disabled(value: boolean) {\r\n if (this._disabled === value) {\r\n return;\r\n }\r\n this._disabled = value;\r\n this._reset();\r\n }\r\n\r\n private _textureWidth = 0;\r\n /**\r\n * The width of the texture in which to render\r\n */\r\n public get textureWidth() {\r\n return this._textureWidth;\r\n }\r\n\r\n public set textureWidth(width: number) {\r\n if (this._textureWidth === width) {\r\n return;\r\n }\r\n this._textureWidth = width;\r\n this._reset();\r\n }\r\n\r\n private _textureHeight = 0;\r\n /**\r\n * The height of the texture in which to render\r\n */\r\n public get textureHeight() {\r\n return this._textureHeight;\r\n }\r\n\r\n public set textureHeight(height: number) {\r\n if (this._textureHeight === height) {\r\n return;\r\n }\r\n this._textureHeight = height;\r\n this._reset();\r\n }\r\n\r\n /**\r\n * Disable TAA on camera move (default: true).\r\n * You generally want to keep this enabled, otherwise you will get a ghost effect when the camera moves (but if it's what you want, go for it!)\r\n */\r\n public disableOnCameraMove = true;\r\n\r\n private _hs: Halton2DSequence;\r\n private _firstUpdate = true;\r\n\r\n /**\r\n * Constructs a new TAA post process\r\n * @param name Name of the effect\r\n * @param engine Engine to use to render the effect. If not provided, the last created engine will be used\r\n * @param options Options to configure the effect\r\n */\r\n constructor(name: string, engine: Nullable<AbstractEngine> = null, options?: EffectWrapperCreationOptions) {\r\n super({\r\n ...options,\r\n name,\r\n engine: engine || Engine.LastCreatedEngine!,\r\n useShaderStore: true,\r\n useAsPostProcess: true,\r\n fragmentShader: ThinTAAPostProcess.FragmentUrl,\r\n uniforms: ThinTAAPostProcess.Uniforms,\r\n samplers: ThinTAAPostProcess.Samplers,\r\n });\r\n\r\n this._hs = new Halton2DSequence(this.samples);\r\n }\r\n\r\n /** @internal */\r\n public _reset(): void {\r\n this._hs.setDimensions(this._textureWidth / 2, this._textureHeight / 2);\r\n this._hs.next();\r\n this._firstUpdate = true;\r\n }\r\n\r\n public updateProjectionMatrix(): void {\r\n if (this.disabled) {\r\n return;\r\n }\r\n\r\n if (this.camera && !this.camera.hasMoved) {\r\n if (this.camera.mode === Camera.PERSPECTIVE_CAMERA) {\r\n const projMat = this.camera.getProjectionMatrix();\r\n projMat.setRowFromFloats(2, this._hs.x, this._hs.y, projMat.m[10], projMat.m[11]);\r\n } else {\r\n // We must force the update of the projection matrix so that m[12] and m[13] are recomputed, as we modified them the previous frame\r\n const projMat = this.camera.getProjectionMatrix(true);\r\n projMat.setRowFromFloats(3, this._hs.x + projMat.m[12], this._hs.y + projMat.m[13], projMat.m[14], projMat.m[15]);\r\n }\r\n }\r\n\r\n this._hs.next();\r\n }\r\n\r\n public override bind() {\r\n super.bind();\r\n\r\n if (this.disabled) {\r\n return;\r\n }\r\n\r\n const effect = this._drawWrapper.effect!;\r\n\r\n effect.setFloat(\"factor\", (this.camera?.hasMoved && this.disableOnCameraMove) || this._firstUpdate ? 1 : this.factor);\r\n\r\n this._firstUpdate = false;\r\n }\r\n}\r\n"]}
1
+ 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eslint-disable-next-line import/no-internal-modules\r\nimport type { Nullable, AbstractEngine, EffectWrapperCreationOptions } from \"core/index\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { Halton2DSequence } from \"core/Maths/halton2DSequence\";\r\nimport { Engine } from \"core/Engines/engine\";\r\nimport { EffectWrapper } from \"core/Materials/effectRenderer\";\r\n\r\n/**\r\n * Simple implementation of Temporal Anti-Aliasing (TAA).\r\n * This can be used to improve image quality for still pictures (screenshots for e.g.).\r\n */\r\nexport class ThinTAAPostProcess extends EffectWrapper {\r\n /**\r\n * The fragment shader url\r\n */\r\n public static readonly FragmentUrl = \"taa\";\r\n\r\n /**\r\n * The list of uniforms used by the effect\r\n */\r\n public static readonly Uniforms = [\"factor\"];\r\n\r\n /**\r\n * The list of samplers used by the effect\r\n */\r\n public static readonly Samplers = [\"historySampler\"];\r\n\r\n protected override _gatherImports(useWebGPU: boolean, list: Promise<any>[]) {\r\n if (useWebGPU) {\r\n this._webGPUReady = true;\r\n list.push(import(\"../ShadersWGSL/taa.fragment\"));\r\n } else {\r\n list.push(import(\"../Shaders/taa.fragment\"));\r\n }\r\n }\r\n\r\n private _samples = 8;\r\n /**\r\n * Number of accumulated samples (default: 8)\r\n */\r\n public set samples(samples: number) {\r\n if (this._samples === samples) {\r\n return;\r\n }\r\n\r\n this._samples = samples;\r\n this._hs.regenerate(samples);\r\n }\r\n\r\n public get samples(): number {\r\n return this._samples;\r\n }\r\n\r\n /**\r\n * The factor used to blend the history frame with current frame (default: 0.05)\r\n */\r\n public factor = 0.05;\r\n\r\n /**\r\n * The camera to use for the post process\r\n */\r\n public camera: Nullable<Camera>;\r\n\r\n private _disabled = false;\r\n /**\r\n * Whether the TAA is disabled\r\n */\r\n public get disabled() {\r\n return this._disabled;\r\n }\r\n\r\n public set disabled(value: boolean) {\r\n if (this._disabled === value) {\r\n return;\r\n }\r\n this._disabled = value;\r\n this._reset();\r\n }\r\n\r\n private _textureWidth = 0;\r\n /**\r\n * The width of the texture in which to render\r\n */\r\n public get textureWidth() {\r\n return this._textureWidth;\r\n }\r\n\r\n public set textureWidth(width: number) {\r\n if (this._textureWidth === width) {\r\n return;\r\n }\r\n this._textureWidth = width;\r\n this._reset();\r\n }\r\n\r\n private _textureHeight = 0;\r\n /**\r\n * The height of the texture in which to render\r\n */\r\n public get textureHeight() {\r\n return this._textureHeight;\r\n }\r\n\r\n public set textureHeight(height: number) {\r\n if (this._textureHeight === height) {\r\n return;\r\n }\r\n this._textureHeight = height;\r\n this._reset();\r\n }\r\n\r\n /**\r\n * Disable TAA on camera move (default: true).\r\n * You generally want to keep this enabled, otherwise you will get a ghost effect when the camera moves (but if it's what you want, go for it!)\r\n */\r\n public disableOnCameraMove = true;\r\n\r\n private _hs: Halton2DSequence;\r\n private _firstUpdate = true;\r\n\r\n /**\r\n * Constructs a new TAA post process\r\n * @param name Name of the effect\r\n * @param engine Engine to use to render the effect. If not provided, the last created engine will be used\r\n * @param options Options to configure the effect\r\n */\r\n constructor(name: string, engine: Nullable<AbstractEngine> = null, options?: EffectWrapperCreationOptions) {\r\n super({\r\n ...options,\r\n name,\r\n engine: engine || Engine.LastCreatedEngine!,\r\n useShaderStore: true,\r\n useAsPostProcess: true,\r\n fragmentShader: ThinTAAPostProcess.FragmentUrl,\r\n uniforms: ThinTAAPostProcess.Uniforms,\r\n samplers: ThinTAAPostProcess.Samplers,\r\n });\r\n\r\n this._hs = new Halton2DSequence(this.samples);\r\n }\r\n\r\n /** @internal */\r\n public _reset(): void {\r\n this._hs.setDimensions(this._textureWidth / 2, this._textureHeight / 2);\r\n this._hs.next();\r\n this._firstUpdate = true;\r\n }\r\n\r\n public updateProjectionMatrix(): void {\r\n if (this.disabled) {\r\n return;\r\n }\r\n\r\n if (this.camera && !this.camera.hasMoved) {\r\n if (this.camera.mode === Camera.PERSPECTIVE_CAMERA) {\r\n const projMat = this.camera.getProjectionMatrix();\r\n projMat.setRowFromFloats(2, this._hs.x, this._hs.y, projMat.m[10], projMat.m[11]);\r\n } else {\r\n // We must force the update of the projection matrix so that m[12] and m[13] are recomputed, as we modified them the previous frame\r\n const projMat = this.camera.getProjectionMatrix(true);\r\n projMat.setRowFromFloats(3, this._hs.x + projMat.m[12], this._hs.y + projMat.m[13], projMat.m[14], projMat.m[15]);\r\n }\r\n }\r\n\r\n this._hs.next();\r\n }\r\n\r\n public override bind(noDefaultBindings = false) {\r\n super.bind(noDefaultBindings);\r\n\r\n if (this.disabled) {\r\n return;\r\n }\r\n\r\n const effect = this._drawWrapper.effect!;\r\n\r\n effect.setFloat(\"factor\", (this.camera?.hasMoved && this.disableOnCameraMove) || this._firstUpdate ? 1 : this.factor);\r\n\r\n this._firstUpdate = false;\r\n }\r\n}\r\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@babylonjs/core",
3
- "version": "8.1.0",
3
+ "version": "8.1.1",
4
4
  "main": "index.js",
5
5
  "module": "index.js",
6
6
  "types": "index.d.ts",